Video summary

ПОЛНЫЙ РАЗБОР ФРАКЦИИ ПОДЗЕМЕЛЬЕ ► Герои Olden Era

Main summary

Key takeaways

Gaming

Storyline / Faction context

  • The video provides a full breakdown of one dungeon faction from Olden Era, presented in a style similar to “Heroes of Olden Era” faction reviews.
  • The creator frames it as part of a series reviewing remaining factions and asks viewers to vote in Telegram for the next faction to be covered.
  • Mentioned upcoming factions include: Temple vs Necropolis.
  • Within the faction, the “lore” is conveyed through unit archetypes and their special mechanics: Tragladites, Jellyfish/Medusas, Minotaurs, Scouts, Onyx Dancers, Hydras, Dragons.

Gameplay highlights & key mechanics

Triumvirate combat system (core of how the faction plays)

  • The faction revolves around the Triumvirate system:
    • Once per round, the hero selects one of three combat stances.
    • Each stance grants +2 to a corresponding hero characteristic.
    • Each Triumvirate level adds another +2.
  • Additional Triumvirate/passive effects discussed:
    • Temporary mana gained when selecting stances (portrayed as highly valuable for mage play, especially for heroes like Lodos).
    • Initiative to friendly creatures (the speaker strongly prefers this option).
    • A “Master of all fish” style bonus that increases a stat by 5% for the duration of the battle.

Tactical theme: initiative and tempo

  • The speaker repeatedly emphasizes winning by:
    • Going first
    • Denying enemy response
    • Using stances, initiative buffs, and counterattack control

Strategy notes by hero (roles, strengths, and how to play)

Core faction heroes (specializations)

  • Enati (jellyfish specialist)

    • Jellyfish are strongest with creature-bank templates.
    • Defense approach: don’t “absorb” damage—cover jellyfish with meat/other units so they can shoot safely.
    • Jellyfish synergy is framed more as positioning and protection than raw frontline trading.
  • Tylaris the Devoted

    • Early spell: cannot be dispelled.
    • Provides scaling magic power based on hero levels.
    • The speaker critiques potential imbalance in “specialist prefix cannot be dispelled,” but still calls it strong for tempo/initiative races.
  • Ulcer (specialist with hero strike)

    • Deals basic attack damage plus poison and magic damage.
    • Poison stacks per round/target.
    • Key tip: can enable early dungeon breakthroughs (example: taking a Black Tower early via poison with correct hex positioning).
    • Positioning matters; comparable performance may require other martial-arts perks, but Ulcer isn’t strictly dependent on them.
  • Kiron (Tragladites specialist)

    • Compared to a classic “miner” archetype: adds tactics/synergy for Tragladites.
    • Framed as one of the strongest early starters, often seen in early environments (speaker’s term: “bathhouse”).
  • Moiren (scouts specialist)

    • Scouts level quickly—even on day one.
    • Recon value: improves matchup understanding and template planning.
  • Devir (Minotaurs specialist)

    • Starts with leadership; Minotaurs benefit from morale mechanics.
    • Downsides:
      • Can produce low quantity spread (about 6–7 Minotaurs).
      • If early money/loot is low, Minotaur construction is expensive, and upgrading becomes harder.
  • Reta (precious stones / economy basics)

    • Supplies stones for construction and supports the economy (gold; also upgradable if she fights).
    • The speaker prefers resource/economic specialists like Reta and contrasts her unfavorably with a previous faction character with redundant “day magic.”
  • Rhea (luck specialist)

    • Luck-themed perks: increased magic damage and “strike without retaliation.”
    • Downside: some counterattack-related behavior may persist when “lucky” triggers, contrary to expectation.
  • Gliard the Gray (arcane specialist)

    • Starts with bonus arcane spells and hero-level scaling.
    • The speaker flags likely incorrect description/formula in the game UI (misleading for newcomers; mismatch claimed between “level 9 behavior” and shown values).
    • Arcane utility: breaking through defenses/objects and opening later pathways.
    • Critique: arcane magic is too burdensome due to complex mechanics; the speaker promises future arcane content outside this faction breakdown.
  • Kilar (experience/attribute points specialist)

    • Early insight fundamentals; levels and stat gains accelerate.
    • Strong with Triumvirate synergies (example: “Avatar + double casting + sorcery-style combinations”).
  • Zakron the Great (magic specialist)

    • Increased magic damage.
    • Wall-of-fire style spell for breaking through guards.
    • Useful for difficult objects and potential late “primordial magic” tricks (depending on the right tools found).
  • Sister Deira / Arina’s skilled chosen one (extra-turn spell)

    • The skill grants +1 extra turn to a target.
    • Suggested use: hit a Meistek/target twice with penetration-style setups.
    • High mana cost makes it more of a support hero than a main engine.
  • Motley (Onyx Dancer specialist)

    • Starts with multiple dancer slots (4–6).
    • Twilight + luck; twilight helps vs shooting stacks.
    • Caveat: Onyx Dancers can be disrupted if you get Hydras and your dancer stack no longer fits the plan.
    • Advice: look for hiding places and upgrade toward dancer grades; prioritize units/grades that can strike without counterattack.
  • Elvari (strongest support, per speaker)

    • Can escape battle with an army—relocate an army across the map by buying/using from castle/tavern.
    • Speaker argues “general gathering” at certain arcane levels is inefficient compared to map control / control-magic approaches (tempo over arcane-level waste).
  • Glaster (economy support)

    • Adds daily gold and increases gold growth by 25% from all gold sources (piles, chests, boxes, etc.).
  • Typhon (Hydra specialist)

    • Advanced Triumvirate power and provocation at start.
    • Hydras can penetrate certain arrow stacks/defensive setups with the right wait and positioning.
    • Downsides:
      • Speaker wishes Typhon were a warrior rather than a magician.
      • Hydra performance depends on conditions; some ranged matchups can be costly (sometimes losing a Hydra is necessary, but ideally avoided).
    • Demonstrates “two Typhon Hydras” scenarios with auto-combat-like behavior and stacking.
  • Raukl / Sun-based day magic (mentioned as mediocre)

    • Day magic is described as not very strong in current PVE without the right conditions (e.g., blessing vs inner light).
  • Lodos (night magic specialist)

    • Night magic enables summoning Children of the Night (roughly ~50 even at modest levels).
    • Strong as either support or main depending on setup:
      • Needs structures/tech like night magic guild upgrades or scrolls for summoning.
    • Has sleep at start, helping win fights by preventing enemy actions.
    • Speaker recommends a YouTuber (“Pinocchio”) for the fastest “maximum speed object takes” with night/despair magic.

Picking & banning heroes (what commonly happens)

  • In classics (team modes)

    • Frequently banned: Kiron, Ulcer (and sometimes Lodos, Devir, Motley).
    • Later bans depend on the opponent’s intended template/plan.
  • In one-hero (“one-seater”) play

    • Common bans: Kilar, likely Kiron or Ulcer.
    • One-hero strength varies heavily by template:
      • Some templates benefit from “stashes”/boarding/boosted growth.
      • Others rely on stable mainstream stacks.

Unit breakdown & tactical rules (key tips)

Tragladites (including grades)

  • Standard Tragladite

    • Can attack through one hex, but deals reduced damage.
    • Purpose: avoid retaliation by trading in a controlled way.
  • Hellish Tragladite grade

    • “Gaping wounds” increases damage taken by 25% until end of next round.
    • Caveat: debuff doesn’t apply to certain categories (undead dragon incarnations and constructs).
  • Poisonous Tragladite grade

    • Can counterattack twice per round.
    • When taking damage: applies an adjacent debuff that makes nearby enemies deal more damage (+25% described) until end of next round.
    • Framed as situational—sometimes best used to soak damage for archer synergy.

Scouts (including grade)

  • Scouts deal luck-based damage.
  • Grade “cunning spy” prevents counterattacks for the rest of the round.
  • Tactical use: open the enemy stack for safe follow-up hits from your main damage dealers.

Onyx Dancers (including grades)

  • Onyx Dancers reduce enemy defense toward zero via repeated shooting/impact mechanics.
  • Jasper Dancer grade
    • Described as extremely dangerous in close combat.
    • Warning: do not attack certain neutral guards with dancers unless you’re prepared for high retaliation/mass lethality.

Minotaurs (including grades and object hazards)

  • Speaker calls Minotaurs “evil” in certain object scenarios (example: Petrified Monument).
  • Important rule: Minotaurs are magical creatures, so Despair-based night/despair setups do not apply.
  • Core Minotaur object hazard:
    • Minotaur objects boost morale (Fighting Spirit mechanics).
    • Morale stacking can happen rapidly—even multiple morale stacks within 1–2 rounds.
  • Minotaur Lord
    • Has a parry/counter-before-hit property (parry depends on distance/attack type).
  • Minotaur Vanguard
    • “Adrenaline rush” when morale triggers gives speed/attack/defense.
  • Unit tactics:
    • Use shielding/protection to avoid losing the stack if you’re absorbing damage.
    • Arrange stacks so other units’ attacks can redirect some damage effects (speaker mentions structure/combat-style interactions).

Jellyfish / Medusas (sniping + escape)

  • Jellyfish are magical and behave like snipers:
    • Shots deal full damage with no shooting penalty.
  • Abilities:
    • “Fusion of Arrows”: tradeoff—deals damage but suffers a 50% penalty (as described).
    • “Slipping away”: reposition from close combat back into shooting based on movement/boost artifacts.
  • Medusa sculptor grade
    • Strongest grade via petrification through concentration.
    • Petrification effects:
      • Target turns to stone
      • Immune to magic damage
      • Takes double damage from normal attacks
      • Skips its turn for that round
  • Queen Medusa (alternate grade)
    • Counter-shot mechanics; speaker dislikes it versus sculptor due to damage sequencing.

Hydras (including grades)

  • Baseline Hydra traits:
    • High HP and viability up to T6
    • Main drawback: speed
    • Magical creature; can perform “massive without response” style strikes (as described)
    • When taking damage: grows attack (+1 for rest of combat) and gains survival synergies
  • Chatonic/tonic Hydra
    • Regenerates at the beginning of each turn, restoring to full.
    • Counterattack: special circular strike damaging adjacent hexes.
    • Limitation: grade Hydras cannot be placed into “tonic ones” (speaker’s note: grade gear restriction).
  • Infernal Hellish Hydra
    • More offensive: less defense but more speed/attack.
    • Poison reduces target damage (-25% until end next wound/turn, as described).
    • Speaker preference: generally endurance via tonic/regen hydras, but infernal if you need burst and have a strong stacker.

Dragons (faction highlight)

  • Dragons are framed as the faction’s “showpiece”:

    • High HP and strong initiative; flight and breath AOE described.
    • Immunities to certain magic levels (important versus temporal/gelatin mechanics at lower grades).
  • Abilities:

    • Dragon’s Breath
      • Melee/adjacent burn that hits a target and creatures in a hex behind it.
      • Proper positioning can let it burn through two targets.
    • Inner flame
      • Retaliation damage scaling with unit magic damage.
      • Can keep forcing responses without necessarily ending the move (via its mechanics).
    • Sulfur attack style
      • AOE strikes over a radius (useful when archers/targets are clustered).
  • Dragon grades:

    • Black Dragon
      • More HP, higher initiative/speed.
      • Immune to 5th-level magic.
      • “Lights of Dominion” aura: enemy morale/luck reduced vs friendly gain.
    • Ash Dragon
      • More attacker-focused: higher speed.
      • Trades away the Lights of Dominion-like effect for “terrifying presence” (adjacent enemies do minimal damage).
    • Other variants:
      • Flight/knockback intimidation effects mentioned; some require additional concentration and may end the turn.

Laws & faction progression (optimizing your build)

Primary resource/law system: Astrology + Eyes of Laws

  • Astrology law

    • Adds 500 astrology points daily.
    • Costs 6 Eyes of Laws at start.
    • Speaker notes potential UI confusion regarding hero-generated law points (description mismatch claimed: “+10” likely should be “+20”).
  • Laws on Tragladites

    • Friendly Tragladites deal 1.5× more damage when using the combat style.
    • Additional minimum damage bonuses at each law level.
    • Speaker demonstrates pushing a Tragladite/Kieron setup to “maximum ending”:
      • One hero + hideouts/stashes
      • Proper law levels
      • Key idea: enough initiative/damage multipliers to break objects early rounds.

Core law priorities by template type (speaker’s take)

  • If playing Tragladites (T1/T2/T3)

    • Prioritize: Astrology, Dust, and relevant Tragaladite damage laws.
  • If playing T2/T3 stack patterns

    • Priority becomes:
      • Movement laws (speaker calls them “a must”)
      • initiative manipulation (sometimes mentioned as -1 initiative depending on the law row)
  • If money is constrained

    • Pick laws that directly solve economy (gold/money).
  • If markets/resource exchange is weak

    • Take the law removing markup when exchanging resources on the market (only if needed).

Movement and tempo emphasized

  • The speaker highlights repeatedly that:
    • Movement points are the biggest strategic advantage (e.g., +20 movement to heroes after purchase/install).
    • Vision radius improvements exist, but movement/tempo outrank them.

Castle buildings & upgrading scrolls (practical advantages)

  • Lyceum

    • Upgrades spell scrolls to maximum spell level.
    • Speaker calls it “imba”: use it on found scrolls (examples mentioned: “Lengthen the Shadow,” shells) to produce overpowered effects and potentially decide outcomes.
  • Gymnasium

    • Increases the level of each hero who visits it in the city.
    • Cost: 5,000.
  • Alchemist’s dust

    • Adds dust, but speaker says the amount isn’t enough and it feels like a long way to go.
  • Ruins / Gral-style control/discovery building

    • Completely dispels fog of war (speaker notes the map becomes fully open).
    • Mentions Gral can be taken via Guardians of Balance with a “Blazhok hero” quickly (depends on balance updates).

End-to-end tactical example (object-breaking logic)

  • General object approach:
    • Use initiative/stances/perks to go first.
  • In Tragladite (Kiron) examples:
    • Focus on enabling preemptive counter behavior so you delete a stack before it retaliates.
  • In Kieron tactics:
    • Requires certain perks/skills so friendly kills refresh counterattack charges/abilities.
    • Emphasis: “counterattack first” so the enemy’s counterattack doesn’t ruin tempo.
  • For hydra stacks:
    • Use wait and stack gathering to focus targets and cut down multiple enemies.
  • Speaker’s claim: many fights can be auto-resolved if positioning and stance choices are correct.

Gamers / sources featured

  • Pinocchio (YouTube): referenced for a strategy video on taking objects quickly using night magic/summons.

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